Source 2 Viewer
  • CSpotlightTraceCacheEntry
  • CStopwatch
  • CStopwatchBase
  • CTakeDamageInfo
  • CTimeOfDayDynamicKeys
  • CTimeOfDayDynamicValues
  • CTimeline
  • CVRHandAttachmentInput
  • CViewAngleAnimation
  • CViewAngleKeyFrame
  • C_AI_BaseNPC
  • C_AnimInteractable
  • C_Barney
  • C_BaseAnimating
  • C_BaseAnimatingController
  • C_BaseAnimatingOverlay
  • C_BaseAnimatingOverlayController
  • C_BaseButton
  • C_BaseClientUIEntity
  • C_BaseCombatCharacter
  • C_BaseCombatCharacter::WaterWakeMode_t
  • C_BaseCombatWeapon
  • C_BaseCurveOverTime
  • C_BaseDoor
  • C_BaseEntity
  • C_BaseFire
  • C_BaseFlex
  • C_BaseFlex::Emphasized_Phoneme
  • C_BaseGrenade
  • C_BaseHLBludgeonWeapon
  • C_BaseHLCombatWeapon
  • C_BaseHLPlayer
  • C_BaseHelicopter
  • C_BaseModelEntity
  • C_BasePlayer
  • C_BasePropDoor
  • C_BaseTeamObjectiveResource
  • C_BaseToggle
  • C_BaseTraversalTrigger
  • C_BaseTrigger
  • C_BaseVRHandAttachment
  • C_BaseViewModel
  • C_BaseXenFoliage
  • C_Beam
  • C_BeamSpotLight
  • C_BlindZombie
  • C_BodyComponentBaseAnimating
  • C_BodyComponentBaseAnimatingOverlay
  • C_Breakable
  • C_BreakableProp
  • C_ButtonTimed
  • C_CEnvWindShared
  • C_CEnvWindShared::WindAveEvent_t
  • C_CEnvWindShared::WindVariationEvent_t
  • C_CHintMessageQueue
  • C_CSequenceTransitioner
  • C_CSequenceTransitioner2
  • C_ClientRagdoll
  • C_ColorCorrection
  • C_ColorCorrectionVolume
  • C_CombatWeaponClone
  • C_CombineGunship
  • C_CommandContext
  • C_CrossbowBolt
  • C_DevtestHierarchy
  • C_DevtestHierarchy2
  • C_DevtestHierarchyChild
  • C_DynamicLight
  • C_DynamicProp
  • C_DynamicPropAlias_cable_dynamic
  • C_DynamicPropAlias_dynamic_prop
  • C_DynamicPropAlias_prop_dynamic_override
  • C_DynamicPropClientside
  • C_EntityDissolve
  • C_EntityFlame
  • C_EnvClock
  • C_EnvCombinedLightProbeVolume
  • C_EnvCubemap
  • C_EnvCubemapBox
  • C_EnvCubemapFog
SchemasConVars & Commands
Type / to search
  1. Half-Life: Alyx
  2. client
  3. C_BaseFlex
  4. C_BaseCombatCharacter

C_BaseCombatCharacter

MNetworkExcludeByUserGroup: "LocalPlayerExclusive"
MNetworkVarNames
"float32 m_flNextAttack""uint32 m_iAmmo""CHandle< C_BaseCombatWeapon > m_hMyWeapons""CHandle< C_BaseCombatWeapon> m_hActiveWeapon"
Inherits from (171 fields)
C_BaseFlexC_BaseAnimatingOverlayC_BaseAnimatingC_BaseModelEntityC_BaseEntityC_GameEntityCEntityInstanceIHandleEntity
  • m_flNextAttack: float32
    MNetworkEnable
    MNetworkSendProxyRecipientsFilter
  • m_iAmmo: uint32[32]
    MNetworkBitCount: 10
    MNetworkChangeCallback: "OnAmmoChanged"
    MNetworkEnable
    MNetworkUserGroup: "LocalPlayerExclusive"
  • m_hMyWeapons: CUtlVector< CHandle< C_BaseCombatWeapon > >
    MNetworkChangeCallback: "OnWeaponsChanged"
    MNetworkEnable
  • m_hActiveWeapon: CHandle< C_BaseCombatWeapon >
    MNetworkEnable
  • m_bloodColor: int32
  • m_leftFootAttachment: int32
  • m_rightFootAttachment: int32
  • m_nWaterWakeMode: C_BaseCombatCharacter::WaterWakeMode_t
  • m_flWaterWorldZ: float32
  • m_flWaterNextTraceTime: float32
  • m_flFieldOfView: float32
    MNetworkEnable
  • m_footstepTimer: CountdownTimer
Referenced by (8)
C_AI_BaseNPCC_BaseCombatWeaponm_hOwnerC_BaseGrenadeC_BasePlayerC_BasePlayerm_stuckCharacterC_CrossbowBoltC_HLVRWeaponModuleC_NetTestBaseCombatCharacter
Also in
server.dllCounter-Strike 2Dota 2Deadlock
Machine-readable data for scripts and AI agents: llms.txt.